use super::{
    super::{vek::*, Animation},
    CharacterSkeleton, SkeletonAttr,
};
use common::{
    comp::item::{Hands, ToolKind},
    states::utils::StageSection,
};
use core::f32::consts::PI;

pub struct BlockAnimation;

type BlockAnimationDependency = (
    (Option<Hands>, Option<Hands>),
    Option<ToolKind>,
    Option<ToolKind>,
    Vec3<f32>,
    f32,
    Option<StageSection>,
);
impl Animation for BlockAnimation {
    type Dependency<'a> = BlockAnimationDependency;
    type Skeleton = CharacterSkeleton;

    #[cfg(feature = "use-dyn-lib")]
    const UPDATE_FN: &'static [u8] = b"character_block\0";

    #[cfg_attr(feature = "be-dyn-lib", export_name = "character_block")]
    fn update_skeleton_inner<'a>(
        skeleton: &Self::Skeleton,
        (hands, active_tool_kind, second_tool_kind,velocity, _global_time, stage_section): Self::Dependency<'a>,
        anim_time: f32,
        rate: &mut f32,
        s_a: &SkeletonAttr,
    ) -> Self::Skeleton {
        *rate = 1.0;
        let mut next = (*skeleton).clone();

        next.main.position = Vec3::new(0.0, 0.0, 0.0);
        next.main.orientation = Quaternion::rotation_z(0.0);
        next.second.position = Vec3::new(0.0, 0.0, 0.0);
        next.second.orientation = Quaternion::rotation_z(0.0);

        let speed = Vec2::<f32>::from(velocity).magnitude();

        let (movement1base, move2, movement3) = match stage_section {
            Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
            Some(StageSection::Action) => (1.0, (anim_time * 10.0).sin(), 0.0),

            Some(StageSection::Recover) => (1.0, 1.0, anim_time.powf(4.0)),
            _ => (0.0, 0.0, 0.0),
        };
        let pullback = 1.0 - movement3;
        let move1 = movement1base * pullback;

        if speed > 0.5 {
        } else {
            next.chest.position =
                Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + move1 * -1.0 + move2 * 0.2);
            next.chest.orientation = Quaternion::rotation_x(move1 * -0.15);
            next.head.orientation = Quaternion::rotation_x(move1 * 0.25);

            next.belt.position = Vec3::new(0.0, s_a.belt.0 + move1 * 0.5, s_a.belt.1 + move1 * 0.5);
            next.shorts.position =
                Vec3::new(0.0, s_a.shorts.0 + move1 * 1.3, s_a.shorts.1 + move1 * 1.0);

            next.belt.orientation = Quaternion::rotation_x(move1 * 0.15);
            next.shorts.orientation = Quaternion::rotation_x(move1 * 0.25);

            next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1 + move1 * 2.0, s_a.foot.2);
            next.foot_l.orientation = Quaternion::rotation_z(move1 * -0.5);

            next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1 + move1 * -2.0, s_a.foot.2);
            next.foot_r.orientation = Quaternion::rotation_x(move1 * -0.5);
        };

        match (hands, active_tool_kind, second_tool_kind) {
            ((Some(Hands::Two), _), tool, _) | ((None, Some(Hands::Two)), _, tool) => match tool {
                Some(ToolKind::Sword) => {
                    next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
                    next.hand_l.orientation =
                        Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
                    next.hand_r.position = Vec3::new(
                        s_a.shr.0 + move1 * -2.0,
                        s_a.shr.1,
                        s_a.shr.2 + move1 * 20.0,
                    );
                    next.hand_r.orientation = Quaternion::rotation_x(s_a.shr.3)
                        * Quaternion::rotation_y(s_a.shr.4)
                        * Quaternion::rotation_z(move1 * 1.5);

                    next.control.position =
                        Vec3::new(s_a.sc.0 + move1 * -3.0, s_a.sc.1, s_a.sc.2 + move1 * 4.0);
                    next.control.orientation = Quaternion::rotation_x(s_a.sc.3)
                        * Quaternion::rotation_y(move1 * 1.1)
                        * Quaternion::rotation_z(move1 * 1.7);
                },

                Some(ToolKind::Axe) => {
                    next.main.position = Vec3::new(0.0, 0.0, 0.0);
                    next.main.orientation = Quaternion::rotation_x(0.0);

                    next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
                    next.hand_l.orientation =
                        Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
                    next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
                    next.hand_r.orientation =
                        Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);

                    next.control.position = Vec3::new(
                        s_a.ac.0 + move1 * 13.0,
                        s_a.ac.1 + move1 * -3.0,
                        s_a.ac.2 + move1 * 8.0,
                    );
                    next.control.orientation = Quaternion::rotation_x(s_a.ac.3 + move1 * -2.0)
                        * Quaternion::rotation_y(s_a.ac.4 + move1 * -1.8)
                        * Quaternion::rotation_z(s_a.ac.5 + move1 * 4.0);
                },
                Some(ToolKind::Hammer) | Some(ToolKind::Pick) => {
                    next.hand_l.position =
                        Vec3::new(s_a.hhl.0, s_a.hhl.1 + move1 * 6.0, s_a.hhl.2 + move1 * 6.0);
                    next.hand_l.orientation = Quaternion::rotation_x(s_a.hhl.3 + move1 * -0.5)
                        * Quaternion::rotation_y(s_a.hhl.4 + move1 * 1.5)
                        * Quaternion::rotation_z(s_a.hhl.5 + move1 * PI);
                    next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1, s_a.hhr.2);
                    next.hand_r.orientation = Quaternion::rotation_x(s_a.hhr.3)
                        * Quaternion::rotation_y(s_a.hhr.4)
                        * Quaternion::rotation_z(s_a.hhr.5);

                    next.control.position = Vec3::new(
                        s_a.hc.0 + move1 * 3.0,
                        s_a.hc.1 + move1 * 3.0,
                        s_a.hc.2 + move1 * 10.0,
                    );
                    next.control.orientation = Quaternion::rotation_x(s_a.hc.3)
                        * Quaternion::rotation_y(s_a.hc.4)
                        * Quaternion::rotation_z(s_a.hc.5 + move1 * -1.0);
                },
                Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
                    next.hand_r.position = Vec3::new(s_a.sthr.0, s_a.sthr.1, s_a.sthr.2);
                    next.hand_r.orientation =
                        Quaternion::rotation_x(s_a.sthr.3) * Quaternion::rotation_y(s_a.sthr.4);

                    next.control.position = Vec3::new(s_a.stc.0, s_a.stc.1, s_a.stc.2);

                    next.hand_l.position = Vec3::new(s_a.sthl.0, s_a.sthl.1, s_a.sthl.2);
                    next.hand_l.orientation = Quaternion::rotation_x(s_a.sthl.3);

                    next.control.orientation = Quaternion::rotation_x(s_a.stc.3)
                        * Quaternion::rotation_y(s_a.stc.4)
                        * Quaternion::rotation_z(s_a.stc.5);
                },
                Some(ToolKind::Bow) => {
                    next.main.position = Vec3::new(0.0, 0.0, 0.0);
                    next.main.orientation = Quaternion::rotation_x(0.0);
                    next.hand_l.position = Vec3::new(s_a.bhl.0, s_a.bhl.1, s_a.bhl.2);
                    next.hand_l.orientation = Quaternion::rotation_x(s_a.bhl.3);
                    next.hand_r.position = Vec3::new(s_a.bhr.0, s_a.bhr.1, s_a.bhr.2);
                    next.hand_r.orientation = Quaternion::rotation_x(s_a.bhr.3);

                    next.hold.position = Vec3::new(0.0, -1.0, -5.2);
                    next.hold.orientation = Quaternion::rotation_x(-PI / 2.0);
                    next.hold.scale = Vec3::one() * 1.0;

                    next.control.position = Vec3::new(s_a.bc.0, s_a.bc.1, s_a.bc.2);
                    next.control.orientation = Quaternion::rotation_x(0.0)
                        * Quaternion::rotation_y(s_a.bc.4)
                        * Quaternion::rotation_z(s_a.bc.5);
                },
                Some(ToolKind::Debug) => {
                    next.hand_l.position = Vec3::new(-7.0, 4.0, 3.0);
                    next.hand_l.orientation = Quaternion::rotation_x(1.27);
                    next.main.position = Vec3::new(-5.0, 5.0, 23.0);
                    next.main.orientation = Quaternion::rotation_x(PI);
                },
                Some(ToolKind::Farming) => {
                    next.hand_l.position = Vec3::new(9.0, 1.0, 1.0);
                    next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0);
                    next.hand_r.position = Vec3::new(9.0, 1.0, 11.0);
                    next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0);
                    next.main.position = Vec3::new(7.5, 7.5, 13.2);
                    next.main.orientation = Quaternion::rotation_y(PI);

                    next.control.position = Vec3::new(-11.0, 1.8, 4.0);
                    next.control.orientation = Quaternion::rotation_x(0.0)
                        * Quaternion::rotation_y(0.6)
                        * Quaternion::rotation_z(0.0);
                },
                _ => {},
            },
            ((_, _), _, _) => {},
        };
        match hands {
            (Some(Hands::One), _) => {
                next.control_l.position = Vec3::new(-7.0, 8.0 + move1 * 3.0, 2.0 + move1 * 3.0);
                next.control_l.orientation =
                    Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(move1 * 1.0);
                next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
                next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
            },
            (_, _) => {},
        };
        match hands {
            (None | Some(Hands::One), Some(Hands::One)) => {
                next.control_r.position = Vec3::new(7.0, 8.0 + move1 * 3.0, 2.0 + move1 * 3.0);
                next.control_r.orientation =
                    Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(move1 * -1.0);
                next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
                next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
            },
            (_, _) => {},
        };
        match hands {
            (None, None) | (None, Some(Hands::One)) => {
                next.hand_l.position = Vec3::new(-4.5, 8.0, 5.0);
                next.hand_l.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(-0.5)
            },
            (_, _) => {},
        };
        match hands {
            (None, None) | (Some(Hands::One), None) => {
                next.hand_r.position = Vec3::new(4.5, 8.0, 5.0);
                next.hand_r.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(0.5)
            },
            (_, _) => {},
        };

        if let (None, Some(Hands::Two)) = hands {
            next.second = next.main;
        }

        next
    }
}
